#version 450
#extension GL_ARB_separate_shader_objects:enable

layout(set=0,binding=1) uniform sampler2D diffuseMap;

layout(location=0) in vec4 fragColor;
layout(location=1) in vec2 fragTexCoord;
layout(location=2) in vec3 fragNormal;

layout(location=0) out vec4 outColor;

void main()
{

	vec3 directionalLight=vec3(1.0,1.0,0.0);
	
	vec4 texColor=texture(diffuseMap,fragTexCoord);
	outColor=texColor*max(0,dot(directionalLight,fragNormal));
}